WIP: Sub Base Beta 1


(d3coy) #1

This is a map that I have been working on a for good while now. The concept derives from Rochelle and MP_Sub from RTCW.

However it is very much different than both of those map.

Story: The allies once discovered the location of a top secret training facility being utilized by the axis to train and educate new recruits in the use of the axis submarines and Enigma decoders. The allies sent in a small team of special forces to capture this location, eliminate all axis and await for reinfocements.

Well its been 3 days and still no reinforcements, the axis are planning a suprise counter attack using an elite force of SS gaurds. The reason? The allies now have in their posession an Enigma Decoder. The Axis must infiltrate this Sub Base and steal this top secret decoder before the allies receive reinforcements or they will lose any edge they have in this war. The allies have no idea they are coming and are low on supplies.

Allies defending, Axis attacking.
Spawn times:

Allies 30
Axis 15

Objectives:

Allied-
Build a command post
Build the bunker defenses (constuctible barrier at depot entrance)

Axis-

Destroy the bunker defenses
Destroy the road doors
Destroy the rear sub base entrance
Capture the forward bunker
Build a command post
Capture the Enigma Decoder, return it to the radio bunker and call for a ride out.

Screenshots:

Axis Starting Spawn

Secondary Exit From Axis Spawn (valley is not filled with water)

Bunker Main Entrance (buildable barrier here for allies to build)

Bunker Spawn Flag (disappears when rear entrance is blown)

Rear Area (showing openable doors operated via switch with rear entrance between them)

Sub Pen (view from allied rear spawn exit showing enigma decoder on the table)

Secondary Path (path leads from bunker to sub pens)

The map is set with a 15 minute time limit. I am looking for gameflow issues as well as bugs at this time.

Known issues:

No Limbo Cameras
Not all VO notifications are working
Ambient sounds to be added later.
Command map is lacking quality and does not line up, but should be enough to show where you can and cant go. Next release will have official command map included.

DOWNLOAD LINK:

http://www.nordik-gaming.com/ftp/decoymud/decoy/sub_base/sub_base_b1.rar


(DerSaidin) #2

Looks great.

Also looks very promising in the gameplay department! WD!!!

I’d suggest a second hole in that wall around the axis first spawn (that bid along the side), just to be sure the gate in the wall isnt too camped.
Did you notice that attackers can prone through the MG window next to the buildable door at teh main bunker entrance.

Asthetically, the terrain around the edges of the map is perfectly level. If you add a couple of peakes imo it’ll look better.

GW. With playtesting and such, I think its set to become a success. :smiley:


(Higgins) #3

I like the look of it decoy, looks good.

But I would make the bottom of the “Secondary Exit From Axis Spawn” stairs wider, because right now, it looks too small to get on.


(Loffy) #4

Bright (but OK). Looks like a good “fighting arena” with potential for tons of frags.
Subs are cool and very WWII:ish.


(Panzergrenadier) #5

Can you change the

using an elite force of SS gaurds

To :

The axis are planning a suprise attack by using part of the battle hardened III. Panzergrenadier Division because the “SS Guards” business is SO annoying, because not all SS are exactly super soldiers, and it was actually a PoW from Normandy that said one time :

“Ha, you don’t stand a chance because thousands of SS guards will push you back to the beach!”


(Magic) #6

Looks good.
Dident hear any sounds on it (like fan - wind - transformer - dripping).


(Higgins) #7

It is spelt “Didnt” or you could say “Did not”.

I havent played it yet, soI cant give more comments, but adding sounds can be a pain, because they will play even if your not near them, but some times they work fine.

Ill download it now decoy.


(Hakuryu) #8

I agree with changing some of the surrounding terrain heights; it will make it look alot better.

Also, the terrain texture needs to be broken up/blended with some more textures. The bunker main entrance pic for example would look alot better with some sort of path or ‘walked on’ texture going to the doorways.

The inside shots look really good.


(d3coy) #9

[quote “d3coy”]Known issues:

No Limbo Cameras
Not all VO notifications are working
Ambient sounds to be added later.
Command map is lacking quality and does not line up, but should be enough to show where you can and cant go. Next release will have official command map included. [/quote]


(Higgins) #10

The terrain had some brush work errors, which I could see through, you know, those thin lines where you have dragged a vertex out of place and revealed the cualk.

The terrain textures where not so great, maybe it was the lighting, but it looked too dark. Iam not sure ,but in some places it didnt look like it blended in well, maybe it was because the terrain was too steep in those areas.

Good map though.